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game_mechanics:ritual [2026/06/23 10:00] ms_wuntchgame_mechanics:ritual [2026/06/29 16:48] (current) – removed ms_wuntch
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-====== Ritual ====== 
-A Ritual is an Action that is performed over time. A Ritual is the general term, regardless of what type of Ritual the action may be, such as an Invocation, it will always be a Ritual.\\ 
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-A Ritual uses an [[:Game_Mechanics:Definitions:Appropriate]] Skill Checks until the [[Game_Mechanics:Rituals and Invocations#Severity]] has been met. The Skill Checks can only be performed at a rate equal to or greater than the Interval.\\ 
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-A Ritual can be paused to perform other tasks by taking a Multi-Tasking Check, using your Will Save with any and bonus all  to Will being applied. A paused Ritual can be contributed to by others with a successful Multi-Tasking Check.\\ 
-  *  If A Multitasking Check fails, the Ritual fails. 
-  *  If A Multitasking Check fails, the Ritual critically fails, causing a catastrophic side effect. 
-  *  If A Multitasking Check fails, the current progress is reduced by half of the total Severity (rounded up). If this should cause the progress to fall below 0, the Ritual fails (or critically fails, maybe). 
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-Should the Skill Check roll a [[Game_Mechanics:Critical Success]], add the various bonuses to the D20 twice when calculating the progress gained for the roll.\\ 
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-Example: A Technological Check is being rolled for a Technological Ritual to repair a Malfunction on the Vehicle.\\ 
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-The Dice pool is D20 + 3 (Prof) + 6 (Wits) + 3 (Skill) Points + D6 Class Die.\\ 
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-The result is 20, causing a critical success, which results in the following result:\\ 
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-D20: Result: 20 + 3 (Prof) + 3 (Prof) + 6 (Wits) + 6 (Wits) + 3 (Skill) + 3 (Skill) + 2D6 Class Die: Result: 7 = 51 progress.\\ 
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-Should the Skill Check roll a critical failure, the Ritual ends immediately, causing a catastrophic side effect, such as a Miscast, if the Ritual was an Invocation, for example.\\ //  
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-Rituals are anything that takes an amount of time more than just a standard Action or two,a Ritual is a series of Skill Checks made in sequence, with one check being made per the speed listed on the ritual, until the ritual is complete, rituals can be disrupted or put on hold to perform other actions but this will require a Multitasking Check that if failed will cause the ritual to fail also.\\ 
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-Rituals are mainly shown in the format of - (Skill used) Ritual (Ritual number to reach);(interval at which checks can be made)\\ 
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-**Example**: To use the [Setup] ritual of a Heavy Sniper Rifle is a Tech Ritual; 50/Action 
  
-===== Severity ===== 
-{{page>[[:Game Mechanics:Ritual:Severity]]&noheader&inline}} 
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-===== Ongoing Projects ===== 
-When a <wrap preview>[[:Character]]</wrap> is performing a Ritual, they may convert it into an Ongoing Project. An Ongoing Project doesn’t require Multitasking Checks to do other activities nor require constant concentration.\\ 
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-For Further details see: [[Game_Mechanics:Projects#Ongoing Projects]] 
-===== Interval ===== 
-Denotes how often a Ritual can be progressed with a Skill Check. Common Intervals are Action, Turn, Minute, 10 Minute, Hourly, Daily, Weekly, Cyclical, etc.\\ 
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-Additionally, the Interval denotes how often a Ritual can be performed.\\ 
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-**Example**: If a Voker was attempting to Cultivate a Spotted Medi-Shroom™, which has a Severity of 30 and a Daily Interval, they would be entitled to make a Cultivate Check once a day.\\ 
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-If the Voker rolled a result of 32 on their first Check, they would succeed, as their result exceeded the Severity, granting them a Spotted Medi-Shroom™. However, even though their on-going ritual has now been finished, they are unable to perform the Ritual again today due to the Daily Interval, meaning since they had performed a Check on the Ritual, the next time they would be able to start the ritual again is tomorrow.